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Messages - infernalis

Pages: 1 [2] 3 4 ... 6
16
DF Gameplay Questions / Re: The Little Questions Thread
« on: June 09, 2010, 01:53:38 pm »
QUESTION 3: Farming sounds a bit discouraging for me right now. What plants are actually useful to grow?

It only gets hard when you try to farm too much - you need a 4x4 plot for starters, farm plump helmets every season and brew them for 2 minutes every half hour and you should be allright.

For plants, read: http://df.magmawiki.com/index.php/Crops

It's all there.

17
DF Gameplay Questions / Re: The Little Questions Thread
« on: June 09, 2010, 01:30:34 pm »
Thanks for the traffic zones info.

Now about mechanics & masonry skill increase.

I noticed that masonry does not increase from building walls. Strength or whatnot prolly does, but not the skill.
How is it with mechanisms making - does it increase masonry, mechanics or nada?
Does setting traps / putting things like cages into traps increase mechanics?

:)

18
DF Suggestions / Gems in trade menu
« on: June 09, 2010, 10:38:27 am »
In a trade situation, when I simply want ANY gems, I would like to state that demand by making all the gems from the gem list exactly important by masstagging them  instead of doing it one-by-one as it is now. Same goes for leather, weapons, any group.

:)

19
DF Gameplay Questions / Re: The Little Questions Thread
« on: June 09, 2010, 08:54:28 am »
Do traffic restrictions affect pathing for military dwarves with move orders?  Thanks Jim.

Traffic restrictions? What's tha?

20
DF Modding / Re: Siege modding - help.
« on: June 09, 2010, 08:52:06 am »
To elaborate on the above - civs with the BABYSNATCHER and/or ITEM_THIEF tags will always be hostile to everyone else (including any civs they'd otherwise get along fine with) throughout worldgen, and will always be hostile to you in Fortress mode. This is not the same thing as two civs being at war - it'll get you the same relations as vanilla Dwarfs -> Goblins - there are a few differences in the way wars work, mainly during worldgen/legends, but nothing overly significant.

Modding ethics is the best way of getting actual wars to occur, but it's a very muddy process because there are certain factors which have an immense factor as opposed to other factors - Toady made a post about it a long while back somewhere which basically explained the effect each ethic has on potential relations. And if you're anything like me you won't want to sacrifice the flavour you can get out of modifying civ ethics just to slightly increase the chance that two very specific civs will start fighting - and even then they'll only do so if they actually meet each other and are in the same area.

Oh, also, in case you ask: There isn't any real way of modifying the size of sieges accurately.

I'm sure I've forgotten something... oh yeah, the chances of a civ going to war are influenced by the personality of its leader. So aggressive or generally warlike civvers will get into wars more often, while more measured ones won't, and such.

Thanks a lot.

Disparaging ethics may play a part - this is how Elves can sometimes be at war with your civ when you begin the game.

What's your goal - bringing about more sieges?

Yup. Actually, 1 would suffice. I didn't have a siege so far but I feel prepared. What/where can I edit to make it occur?


21
DF Modding / Spinach, per se?
« on: June 09, 2010, 04:31:42 am »
OK. Since golden salve doesn't do anything, I'm thinking: is it possible to turn it into a consummable which could buff dorfs for some time. I.e. giving them increased probability for getting into a strange mood, perhaps? Or upping attributes, like strength?


22
DF Modding / Siege modding - help.
« on: June 09, 2010, 04:27:39 am »
So.. I work on 40d, I'd like to know everything there is to know about sieges.

23
DF Gameplay Questions / Re: The Little Questions Thread
« on: June 07, 2010, 12:17:56 pm »
I'd like to understand how exactly to edit the siege options in 40d. What files/ tags / values..

24
DF Gameplay Questions / Re: Quirky items of YOUR production
« on: June 07, 2010, 11:13:14 am »
what do I do to see the engravings on walls/items?
Loo[k] at it (scroll down using -+ if it's not the item that's on top) and hit enter. For engravings the description is given immediately, for items you need to [v]iew it. If you want (or don't want) a full description of what's going on instead of just something like "An image of a dwarf and goblin. The goblin is making a plaintive gesture." you need to edit the data/init/d_init.txt or data/init/init.txt (depending on your version: for 40d## and 31.04-05 it's in d_init.txt, for 31.01-03 it's in init.txt). Look for the line [SHOW_ALL_HISTORY_IN_DWARF_MODE: and set it to YES if you want an explanation, or no if you don't want one. In the 0.31 versions it's by default turned on.

Thanks. I have it set to full, and here is one description of a floor tile:
... Utes Spiderpointed the goblin is withering away. The artwork relates to the killing of the goblin Utes Spi... by a trap in Paintfeed in the early winter .. during The Attepmted Abduction at Paintfeed.

:DDDDD

25
DF Gameplay Questions / Re: Generic Uniform Items
« on: June 07, 2010, 09:10:33 am »
Thanks, getting into that now :)

26
DF Gameplay Questions / Re: Quirky items of YOUR production
« on: June 07, 2010, 09:09:52 am »
what do I do to see the engravings on walls/items?

27
DF Gameplay Questions / Re: Generic Uniform Items
« on: June 07, 2010, 05:56:00 am »
How do I access the equipment menu?

28
DF Gameplay Questions / Re: The Little Questions Thread
« on: June 07, 2010, 05:50:09 am »
To stop all your peasants and farmers and legendary masons from running out onto the battlefield to grab a *narrow cave spider silk sock* and getting themselves slaughtered.

You can turn claiming/forbidding of death items on or off in the Orders menu.

Thanks, just got around to that menu and I gotta tell you, it does a couple of nice tricks.

29
DF Gameplay Questions / Re: What is YOUR favourite war animal...
« on: June 07, 2010, 05:23:47 am »
War Cows. I give riders the profession "Hannibull".

RIDERS? Dorfs can't ride animals in 40d, right?

30
My clerk (starting game with proffesional appraisal & judge of intent) is a legendary miner, expert stonecrafter, a mason, a furnace operator, 4-type smith and hauler for furniture and items.

He never missed a caravan, though.

P.S. After he became a legendary miner, I turned his mining off. Same goes for future legendary jobs.

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